2 research outputs found

    Digital Storytelling, comics and new technologies in education: Review, research and perspectives

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    This work reviews the current application of one of the most widely used techniques in education around the world: Digital Storytelling (DS), along with comic and animation tools, and presents a study about the Greek educational system as well as posing questions concerning the form of a new study, design, implementation and assessment of educational project across all educational levels. Nowadays, people and students at all educational levels in the developed world are surrounded by multiple electronic media and are familiar with a variety of pictures, video and information from early childhood. The educational process, as it proceeds in parallel with fast technological and societal evolution, tries to smoothly adjust new educational methods without abandoning traditional teaching and moving away from its main aim: the establishment of knowledge. © 2018, Flinders University

    Teaching cinema with machinima

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    The need to incorporate concepts such as creativity, innovation, collaboration, critical thinking, and digital freedom has shifted the focus of the educational process to seeking technologically advanced methods that will complement or, in many cases, replace the classical method of transfer and dissemination of knowledge. Recently, cinema and film studies, apart from tertiary education, show a trend of expanding to younger audiences, in secondary or even in primary education, acting more as ancillary tools in teaching certain concepts rather than as basic learning techniques. In this work, we employ qualitative research methods to show that these arts/techniques can be integrated in the machinima technique, a hybrid form which is a popular case of creating and consuming educational content at the research level in recent years, adjusted to the requirements of the new generation of students of the digital age. © 2020 Inderscience Enterprises Ltd
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